If you don't know Michael, we are all at a loss. The full section is below and mentions new "hooks". Maybe this was never implemented. It sounds interesting and worthy of some trials if or when available.
The Lua API continues its expansion in CMO and offers additional hooks into the simulation engine as well as various methods for pulling the strings of the running scenario. One of the new hooks ties directly into the AI model: You can individually instruct units to, quite literally, not think for themselves (You in the back, quipping “you mean they do this now?” – SIT DOWN!). More specifically, you can set individual units to skip their AI routines for evaluating valid targets and picking out the primary one among them. This has two direct benefits:
It makes it easier to implement custom targeting AI routines in Lua, since an author not longer has to “compete” with the build-in AI for this.
As these routines are among the most CPU-expensive pieces of the simulation pipeline, disabling them can have a drastic effect on the speed & scalability of a large scenario. For example, if you disable the AI cycles of all static/inactive buildings, then only “active” units will use the CPU for this work (internally Command already does a lot of such optimizations, but since it cannot “intrinsically” know which units are static & inactive, it has to check them, which itself is not free). Additionally, this ability can allow simulating “dormant” states for units (e.g. units begin a scenario in a “comatose” state, but later because of XYZ they become activated)."
“The study of history lies at the foundation of all sound military conclusions and practice.”
― Alfred Thayer Mahan